Posted: Tue Jul 26, 2005 4:56 am Post subject:
Tutorial: Creating Deployable Proximity Mines
For those who would like to know how to create a deployable, working proximity mine, this tutorial will hopefully show you an in depth way of how.
This tutorial should not be too hard following instructions, however feel free to experiment, in fact i urge it if you are capable of playing around with it.
Ok, so the first thing to do is to start off working in the rules.ini, & before we do anything more i will need to add your new unit & building (for deployed mine) into the lists, so search up [VehicleTypes] & [BuildingTypes], then you need to add it to the list (in any spot, as long as the number is unused), as an example from a fresh rules.ini, your list may look like this:
Now that you have accomplished that, move on to the actual unit, so first things to consider are; What team to do you want this available for? GDI Or Nod? Or both? & etc. (such things as price, strength, custom name, that is all up to you specifically).
For a backbone i have copied the limpet drone entry to use as the mine, So far all you need to do is add which team, your own name, strength, etc. to your tastes, & make sure it DeploysInto=DPROXMINE (Or whatever you named your deployed version of the mine)
Quote:
; ORIGINAL Limpet drone mine
[LIMPET]
Name=Limpet Drone
Image=LIMPED
IsLimpetDrone=yes
Owner=GDI,Nod
Category=AFV
Prerequisite=FACTORY,RADAR
Strength=100
Cost=550 ;was 700
Speed=8
Sight=5
Armor=none
Points=50
TechLevel=3
DeploysInto=DLIMPET
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
ThreatPosed=10 ; This value MUST be 0 for all building addons
GuardRange=0
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousDestroyer
AlternateSpeed=10
CrateGoodie=no
AllowedToStartInMultiplayer=no
Trainable=no
VoiceSelect=LIMPQ3,LIMPQ4
VoiceMove=LIMPC3,LIMPC4
VoiceAttack=LIMPC3,LIMPC4
VoiceFeedback=LIMPC3,LIMPC4
---
; Proximity Mine Copied From Limpet Drone
[PROXMINE]
Name=Proximity Mine
Image=LIMPED
;;IsLimpetDrone=yes ; Omit this, Unneeded.
Owner=GDI,Nod
Category=AFV
Prerequisite=FACTORY,RADAR
Strength=100
Cost=700
Speed=8
Sight=6
Armor=none
Points=60
TechLevel=6
DeploysInto=DPROXMINE ; Specify the Deployed Version.
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ; It Depends on your tastes, but if you want it too use a special explosion such as the one you might use for the deployed version explosion, specify it here.
MaxDebris=10
ThreatPosed=20 ; This value MUST be 0 for all building addons
GuardRange=0
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousDestroyer
AlternateSpeed=10
CrateGoodie=yes ; Up to you whether it can be recieved in a crate.
AllowedToStartInMultiplayer=no
Trainable=no
VoiceSelect=LIMPQ3,LIMPQ4
VoiceMove=LIMPC3,LIMPC4
VoiceAttack=LIMPC3,LIMPC4
VoiceFeedback=LIMPC3,LIMPC4
So the mobile one is done, what about the deployed version?
Well, we take another copy, copy the deployed limpet drone entry & edit it as follows...
; Deployed Proximity Mine Copied From DLIMPET
[DPROXMINE]
Image=DLIMPET ; Specify An image, limpet mines look good enough.
Name=Deployed Proximity Mine
Strength=1 ; Keep it on a low health for a mine field effect, plus it will ensure that it always detonates, you will want the mine to be powerful for having such a low health.
Points=90
Cost=700
Sight=6
Power=0
Armor=none
Cloakable=yes ; Ensures the mine seems like a mine being unseen.
CloakingSpeed=10
;;;Primary=LIMP ; Omit this.
TechLevel=-1
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ; Specify a different explosion if you want it to have a special one. (such as a nuclear explosions or something of some such sorts)
MaxDebris=20 : Lots of Nice mine; ish Debris
BaseNormal=no
UndeploysInto=PROXMINE ; Make sure it can undeploy into the mobile version!
Unsellable=true
;;IsLimpetMine=true ; Omit this as i dont think it is really needed.
Primary=PROXMINEBOMB ; The important part of making it a proximity Mine!
Owner=GDI,Nod
That is the primary coding for the unit. (read Optional Part of tutorial to give it more spark! ) Now it is onto the weapon though, this is what should make your mine explode, & only when you force fire or an enemy goes past, so that it works like a proximity mine,
For this part you will want to goto the weapon's section & make an entry like so:
Quote:
; As specified primary for DPROXMINE
[PROXMINEBOMB]
Damage=1000 ; Large to make sure it detonates, & to ensure it seems like a mine & destroys atleast its single one target.
ROF=1 ; Not too important.
Range=1.8 ; Not to close that it wont fire, but not too far that it wont detonate.
Projectile=Invisible ; You dont want to see bullets flying from the mine so make the projectile invisible, if you wanted it to fire/detonate at air then use Invisible3 which fires at both land & air.(like a hydro mine i made)
Speed=100 ; We dont want it to delay, do we?
Warhead=DETONATION ; This will need to be specified next.
Now move onto the warhead, first of all locate [Warhead] & add it too the list like you did with the units & buildings, so as an example:;
; As Specified by PROXMINEBOMB
[DETONATION]
Spread=20
Verses=1000%,1000%,1000%,1000%,1000% ; Upto you really for exceptions.
InfDeath=4 ; Remember 0 is instant die, 1 is twirl die, 2 is explodes, 3 is flying death, 4 is burn death, & 5 is electrocution. So i chose a flaming death.
Tiberium=yes
ProneDamage=1000%
Sparky=yes
Bright=yes
Wall=yes
Wood=yes
AnimList= ; It is upto you here, do you want your mine to have its own explosions upon death, or do you want it to cause another special explosion where it destroys the unit, depending on what you do it could look good, so its upto you if you wish to specify, if not leave it blank or even delete the tag as it is unneeded otherwise.
It should work properly now if all went well, go try it!
But if you want to make the mine a bit more interesting, try my optional part of the tutorial:
OPTIONAL:
Do you want it to have special debris instead of default metallic debris? Do you want any particle systems? What about special explosions?
Personally a good mine to me would have interesting shrapnel, so as an extra you may do the following.
Goto either/both your PROXMINE &/or DPROXMINE Entry, & add the following to the bottom of it:
Quote:
DebrisMaximums=20 ; Upto you, i used what the maxdebris was.
DebrisTypes=PROXMINEDEBRIS ; The important part to specify.
After that is done search for [VoxelAnims], like Warheads we need to specify the new debris type.
Quote:
[VoxelAnims]
1=PIECE
2=TIRE
3=GASTANK
4=SONICTURRET
5=4TNKTURRET
6=CRYSTAL01
7=CRYSTAL02
8=METEOR01
9=METEOR02
10=PEBBLE
11=PROXMINEDEBRIS ; This will do.
Now you need to add another entry specifying the debris details, so make another entry like the following:
Quote:
; As Specified By PROXMINE DebrisTypes
[PROXMINEDEBRIS]
Image=PIECE ; Reuse the standard piece graphic, you can be sure it will work.
Name=Proximity Mine Debris ; This is really only for jogging your memory as it serves no purpose in game.
Elasticity=0
MinAngularVelocity=10.0 ; i suggest leaving these velocity settings unless you know how to make them move the way you want.
MaxAngularVelocity=18.0 ; " "
MinZVel=26.0 ; " "
MaxZVel=34.0 ; " "
MaxXYVel=20.0 ; " "
Duration=100 ; Merely specifies how long you want debris to appear in game, 100 is fine as they will hit the ground before that time is up.
Damage=1400 ; Upto you, but large is a good idea as debris are random & not every one will necessarily hit anything although usually it should.
ExpireAnim=TWLT100 ; Upto you again, if you really want something special though a new animation would look nice, this tag specifies the explosion like graphic to use when debris hit.
DamageRadius=100 ; Not exactly sure you will need to worry about this one.
Warhead=TankOGas ; This is the standard HE like warhead for many debris, if you want gas or particle systems, change this to something like GAS for large gas, GASPUFFSYS for small tiberium floater gas, or make a new warhead for sparks which you can specify particle system to be something like WeldingSpark or LargeSpark for sparky effects, This can be applied to any warhead. (such as your previous warhead instructions for the actual mine)
AttachedSystem=DebrisSmokeSys ; this is what plays when the debris flies through the air, i specified debris smoke as it gives an awesome smokey shrapnel feel.
This should give you a perfect Mine debris (I suggest you add debris such like this if making a mine),
If adding a new art file i would suggest merely copying a previous one except specifying the right name for it, such as:
Quote:
; Copy the large TWLT explosions below
[TWLT070]
Normalized=yes
Translucent=no
Report=EXPNEW09
UseNormalLight=yes
Crater=yes
Scorch=yes
; Specify name
[NEWEXPLOSIONNAME]
Normalized=yes
Translucent=no ; upto you if it is transparent.
Report=EXPNEW09 ; Sound file to play, you could make it a custom one if you like.
UseNormalLight=yes
Crater=yes
Scorch=yes
If you do this make sure to specify the new animation under the anims list in Rules.ini. (much in the same way like [warheads] & [voxelanims])
-------------------
This should just about cover the tutorial, i truly hope this helps! If you would like an idea of what this tutorial can produce, have a look at my GDI Implosive Mine which uses very close coding to this i have shown in the tutorial: http://www.ppmsite.com/forum/viewtopic.php?t=8220
I would imagine it should, not that i would know really.
I do believe RA2 has a suicide tag which makes the weapon kill the unit as well, which would be alot quicker, however i am not sure if that tag works or not. QUICK_EDIT
This is probably one of the funnest weapons but there is one big problem for me at least.
The AI. If i go into their base or if something blows up in their base they have like 10 of them in there! And 99% of the time it wipes out most of their own base and after awhile it kind of ruins the fun of it.
I tired putting command "AIBuildThis=no" but somehow they still build it! I also noticed when playing Tech Level 1 they always build 1 Proxy Mine somehow!! QUICK_EDIT
That sounds very odd, for me they dont build them whatsover as i have not put them in the AI; You do understand that the ONLY way the AI can build them is if you put them in the ai.ini, so there is nothing wrong with your rules entry from the tutorial. So i would recheck your ai.ini file man. QUICK_EDIT
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